Didn't occur to me that the KGC would do that, but it absolutely matches the behavior I've seen.Ahh. That's interesting. I just took a look and indeed, Vicki's KGC is a mechdef referencing the same chassis as the stock KGC, which explains why people that salvage Vicki's KGC parts end up with unstacked / unusable KGC parts. That sounds like a bug actually. If the same chassisdef is used, the parts should definitely stack, though I'm guessing that the reason HBS didn't stack them is that there is no 'default'... you build the mech that the parts came from and if multiple mechdefs use the same chassisdef, there's no way to know which mechdef to use to populate the mech.
Sounds like a bug report (if you have the case with Vicki's KGC) needs to be put in and / or a suggestion (with your 1M++ as an example). If you do that, @ronhatch, please post links in here so folks can add their +1s to them and hopefully HBS can get a fix in. Thanks for being patient and explaining it in detail![]()
I was actually hoping that they had changed this when I saw additional customized mechs in the JSONs for Flashpoints. The more they add, the more sense it makes to switch. Was quite disappointed when my recent testing showed it unchanged.
Don't know that I'll file a bug, though... haven't run across that specific issue myself. (Don't recall offhand, but I think at that point in my only complete campaign I didn't have any normal KGC parts.) I suppose since I can explain the problem better than most people it might be worth trying to trigger it if I can find a save right before that last fight, but we'll see.
Yeah, I think adding a tag for the base variant would be the way to go, then just have the code look for it.I definitely like the idea of single-stacking parts from the same chassisdef...with "Unequipped mechs" it doesn't matter, but with equipped mechs, there would need to be a mechanism for a default loadout. And I think it's a step in right direction for a more flexible and robust salvage system overall.